F2: Combat Overhaul Mod 2.0

Azmodael said:
@Azmodael
If you use my mod I would suggest you try using the Magneto Laser Pistol late in the game. I think you can find it in SF, I gave it the Weapon Penetrate Perk. That perk (I think) removes an armors threshold value. If you understand how damage is calculated then you will know this a considerable bonus.

Well I am well aware what this is. However, what you don't understand is that if your weapon does 22-40 dmg (or whatever the exact figure was) and the armor has 90% !!! damage resistance then you do 10% of your damage to the target - 2-4 dmg
No armor in this mod has a DR greater than 80.
Laser weapons in this mod are not uber weapons. Plasma and Pulse and designed to be better than Laser against powered armor.
As mentioned by others, lasers are still pretty good against any armor that is not shiny metal. Take a look at the google spreadsheet you will do well with a laser weapon against Combat armor.

Limbabnees said:
I compared the Sniper Rifle with the Bozar.
Both does the same damage to sulik wenn test it. Also it has "NO" Weapon perk. Atleast accuracy would be a good thing.
The only difference is it has burst fire.
Why not make single shot 5 AP?


Why Sulik not using the .223 pistol. Or has it something to do with RP? Not like it to give him a SMG :D
Bozar was a tough weapon to find the right balance, I didn't want to change it too much, plus I was hoping those who would normally want to use the Sniper Rifle might not be too drawn to the Bozar.

Sulik not being able to use the .223 pistol has to do with his frm files not containing the proper animations. Nothing in this mod does anything to modify Sulik's frm files.
 
Well, wenn i open F2Wedit and close again all weapons are reset, they all are Read Only.
Only filtered on weapons. Next time i open and filter on weapons its empty, but after Sulik can handle the .223 & 14 MM Pistol.

Very annoying... dont know what too choose now. Dont know how the ballance will be after all are resetted.

But another thing is: Wenn ask Sulik what kind off weapon he can use, he say:
Spear, Big Hammer & Sub Machine Guns.
So...
 
Bozar was a tough weapon to find the right balance, I didn't want to change it too much, plus I was hoping those who would normally want to use the Sniper Rifle might not be too drawn to the Bozar.

Actually the Bozar is a big gun, for people that favour big guns the bozar should be a nice alternative to the sniper rifle, just like the energy weapons have their own alternative.
 
H&K G11E, very bad wenn using close by.
Simulair as the scoped rilfe. Such a beautiful weapon now only possible too use wenn enemies are far away.
 
Limbabnees said:
H&K G11E, very bad wenn using close by.
Simulair as the scoped rilfe. Such a beautiful weapon now only possible too use wenn enemies are far away.
The H&K G11E is a scoped weapon, it needed it be different than the H&K G11. But yes the Weapon Scope Range perk does make the weapon much less affective upclose.

G11 geared for close combat.
G11E geared for medium to long range combat.
 
What did you do with the Powered Armours?

Wenn a party member told to pick best Armour, he not pick (Adv) Power Armours, but take Leather Armor Mark II.

- the armor has all been redone and applied to most of the critters appropriately (this way not just the player is using the new values)
 
@Limbabnees
Honestly my changes to weapons and armor should not have affected how party npcs pick their best items.

I will ask killap to check if there is something in the game scripts about how party npcs choose items, but if it's in the engine code then there may be no way to fix it.

Also, ask Cubik about F2Wedit and why it might be resetting items, I use the tool and have never seen it reset items before. But I have not used the latest version, so it might be a bug in his tool.
 
Well the reason why Sulik not pick the .223 Pistol is because its the Mauser 9mm, he not pick pistols, only SMG's & the .223 normaly.

And about the resetting with F2Wedit, only happens wenn use the filter, not wenn search the whole set.
Btw, happens with both versions.

Super Sledge 5 AP, changed it back to 3 AP. Melee Characters need to run alot.
 
Sorry for small of-top, but I'd like to write something about resetting by F2wedit here.
The tool v1.3.0.3 will does not reset if you do not like this. @Limb... (sorry your name is to long for me ;) ) you probably set Attribute files to "Archive" so when you go to game, the game deleted the file from Mod, after this if you open F2wedit and edit the file again the original one was unpacked by the tool. This is normal.

However, the best if you describe me this annomally.
 
Cubik2k said:
Sorry for small of-top, but I'd like to write something about resetting by F2wedit here.
The tool v1.3.0.3 will does not reset if you do not like this. @Limb... (sorry your name is to long for me ;) ) you probably set Attribute files to "Archive" so when you go to game, the game deleted the file from Mod, after this if you open F2wedit and edit the file again the original one was unpacked by the tool. This is normal.

However, the best if you describe me this annomally.

I not touch the pro files. Wenn check them in explorer, they all Read-Only.
 
Hello there, I'm new here and had a small question about this mod (or maybe not, read on).

I play a sniper character focused heavily on critting (I even "wasted" a perk on More Criticals so I can crit consistently before lvl 24). I am now at the Wanamingo mines, where I frequently get "[critter] was hit in the [eye slot] for no damage. [critter] was killed." I cannot remember this happening in my previous fallout games, so I wondered if this was either something included with this mod (this is my first game with restoration project + this mod) or something in vanilla Fallout 2 I just hadn't seen before because I didn't use a crit-focused character. Or a bug :p

If it is something to do with this mod (or perhaps the RP?), is it possible it screws with the Wanamingo quest? I cannot see how this could be the case, but in previous games I did the quest without too much trouble, and now Ascorti will not admit that there is in fact not a living thing left in the damn caves (I checked them again and again and again and rested some days and checked some more...). Very annoying.

EDIT: nm, seems to be a problem with the RP. (I did search before I posted this, just couldn't find it ;-))
 
@Castar
Set DamageFunction equal to 0 or 2 in the ddraw.ini file.

Out of curiousity, what weapon and what ammo were you using?
 
Kind of fixed itself. I rested a while, then re-entered the mine and just ran through it to the other end, then went to Ascorti. Didn't get the 3.5k XP you're supposed to get when you kill of the last Wanamingo, but Ascorti bought the deed back and I could finish the quest...

Now I'm at Horrigan, the turrets do bugger all, and every shot from either a gauss weapon or a plasma weapon (only ones I have/can fire accurately) does exactly 5 damage (sniper, 10 luck, everything is a crit). I have enough ammo to kill him and I can just run circles around him after cripling him, but there is not enough time to do it (7 minutes). I must confess, this is the first game I actually get to Horrigan (first 2 games I got to NCR/San Fran and decided I really didn't like my character :p) so I do not know if it is normally that monotonous or impossible to kill him within a reasonable time frame.

EDIT: got past him. Got "lucky" with my speech check (eg, I cheated, didn't play a very diplomatic game :p) to get the squad to fight for me and apparantly Sgt. what's-his-name carried some kind of Pulse thingamajig that decently damaged Horrigan.

EDIT2: I actually forgot to answer your question. It"s a while ago, but I'm fairly certain it was a scoped hunting rifle and either a .44 (no AP ammo) or a .223 pistol (I got one around that point, but I forgot if it was just before or just after that). I also noticed (later in the game) that the Wanamingo's had a ridiculously high instant kill frequency compared to the rest of the "high-end" critters, like floaters, centaurs, deathclaws etc. While I could usually kill them in 2-3 shots due to a very high crit focused character and them having ~100-200hp, I can actually not remember one being killed instantly with "no damage" like what happened with the wanamingos.
Oh, and also out of curiosity: what exactly does DamageFunction do?
 
About the .223 Pistol, change the Hold frame into Sub-Machine (original), so Sulik can use it again. Vic, Cassidy & Myron now not able to use it.
 
Limbabnees said:
About the .223 Pistol, change the Hold frame into Sub-Machine (original), so Sulik can use it again. Vic, Cassidy & Myron now not able to use it.
I haven't checked yet, but are they able to use any other pistol?
 
Yes, Cassidy & Myron not take Sub Machines (Hold frame).
I didnt checked Vic, he left the party :D
I gave Cassidy the last Level-pid from Vic (16777594 Laser Weapons), Somehow Vic always stand in your way, same Myron he shoot you instead the opponent. Think it has something to do with the scripts. Myron a bad shoot with small guns, give him energy weapons and he hit 99%.
 
Limbabnees said:
Yes, Cassidy & Myron not take Sub Machines (Hold frame).
I didnt checked Vic, he left the party :D
I gave Cassidy the last Level-pid from Vic (16777594 Laser Weapons), Somehow Vic always stand in your way, same Myron he shoot you instead the opponent. Think it has something to do with the scripts. Myron a bad shoot with small guns, give him energy weapons and he hit 99%.
So to be clear:
Sulik can not use the .223 pistol (or any pistol)
Cassidy can use the .223 pistol (or any pistol)
Myron can use the .223 pistol (or any pistol)

If Sulik is not supposed to use pistols then I don't see a problem here, the .223 pistol is a "pistol" that is why I changed it's hold frame.
 
The Particle Emitter in F.E.A.R. does not compare to the Plasma Rifle in FO2. The spaceships in Spore don't have Gatling Lasers. Deus Ex 3 isn't out yet, nor is HL2: Episode 3. And what happened to the health bar?

To put it simple: I miss Fallout. I'll download the whole thing again, and perhaps go on with F2WR, but I'll more likely try out your mod. Looking forwards to it.
 
Glovz said:
Limbabnees said:
Yes, Cassidy & Myron not take Sub Machines (Hold frame).
I didnt checked Vic, he left the party :D
I gave Cassidy the last Level-pid from Vic (16777594 Laser Weapons), Somehow Vic always stand in your way, same Myron he shoot you instead the opponent. Think it has something to do with the scripts. Myron a bad shoot with small guns, give him energy weapons and he hit 99%.
So to be clear:
Sulik can not use the .223 pistol (or any pistol)
Cassidy can use the .223 pistol (or any pistol)
Myron can use the .223 pistol (or any pistol)

If Sulik is not supposed to use pistols then I don't see a problem here, the .223 pistol is a "pistol" that is why I changed it's hold frame.


It's your mod... The 233. was a rifle, modified into a pistol, dont forget that. In my opinion it shoud need strenght 6 or 7. Magazine 7 or 9 should be nice too.
Also the SMG Hold frame just looks cooler than the pistol Hold frame.

Try keep it like the original version. Of cource some mods Sulik can use a Big Gun...
Its just fun, he rocks with the .223 and not gonna give him the G11(E) :D


*** Edit

The reason why those female thugs not use the 14mm Pistol has the same reason...need have Hold frame = Sub Machinegun.

Remains of the ancient Army
Mutant not use Laser rifle because Hold frame=Rifle

Need to be Big Gun, Grnd Frame Flamethr. frm

This will serious unbalance much things...


Dont know what more you changed with scripts, but some not work correctly.

Ranger's map not give the location on world map. No Open Hand on map in inventory.
Cannot talk to Merk (NCR) after kill Lenny in Basement, should give me the Doctor's Paper Quest now.

Combat Rmor & Hardened Power Armor decrease Sequence or Perception by Party Members.
 
So does this mod, in general, make the game easier or harder? I noticed from the spreadsheet that there seems to be a global reduction in price for all guns (I remember buying the pistol for 600 bucks, then 300 bucks after I did a quest for some guy in Klamath).

Anyway I'd like to know how the difficulty of the game is affected throughout the progression of the game - keep in mind this is my first playthru with RP 1.2 so I have no idea how it was originally.

To contextualize, so far i'm using rp 1.2 with ap ammo fix. I just finished the Gecko powerplant quest but i've travelled to Redding, Broken Hill, NCR, New Reno. Haven't done the Raider quest yet. I'm finding the outside encounters very difficult with about a dozen thugs shooting me with SMGs BUT once I got the car the no. of encounters has decreased dramatically :) So far I have an assault rifle, smg, deagle, and normal shotgun. Wanna buy combat shotgun but too expensive. Game is pretty hard; can't even put a scratch on wammamingos. I like the level of difficulty the game is on now (playing on hard). With the mod installed, does the game get easier or harder or what? Speaking of balance changes, is it now worth it to get a .223 pistol now?

Either way i would like to commend you on the enormous effort u put forth on the mod. Thank you!
 
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